/* The last thing is that we need to describe some Triangles.
* A triangle got 3 vertices.
* The confusing thing is, that it is important in which order
* the vertices of each triangle are described.
* So describing a triangle through the vertices: "0, 4, 5"
* will not result in the same triangle as: "0, 5, 4"
* You probably ask: Why the hell isn't that the same ???
* The reason for that is the call of: "gl.glFrontFace(gl.GL_CW);"
* which means, that we have to describe the "visible" side of the
* triangles by naming its vertices in a ClockWise order!
* From the other side, the triangle will be 100% lookthru!
* You can create a kind of magic mirror with that .
*/
byte indices[] = {
0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
3, 7, 4,
3, 4, 0,
4, 7, 6,
4, 6, 5,
3, 0, 1,
3, 1, 2
};